Heavy Attacks
:
Miek expels fluids on opponents when hitting with a Heavy Attack, creeping out the crowd and consuming all Crowd Excitement to inflict Armor Break, reducing their Armor Rating by X for each Crowd Excitement charge for 8 seconds.

Special Attack 2
:
Grenade Launcher: 100% chance to Armor Break, removing X Armor Rating for 10 seconds. If the Battery has at least 10% charge, it expends that amount to double the duration of the Armor Break Debuff.

When at least one of his Fury Buffs is active, The Champion unleashes the full potential of The Power Primordial. This increases the Potency of his Armor Break by X%. Additionally, when he activates 2 or more of his Fury Buffs, he becomes Unstoppable, shrugging off the impact of the opponent’s Basic Attacks for 5 seconds.

While attacking or defending on the final node in a Quest, for each active Fury Buff and while his Unstoppable Buff is active, he regenerates X% of the damage taken this fight per second, excluding the amount already regenerated by this ability. This ability can regenerate up to a maximum of 5% Health per second.

In addition to regenerating Health, The Champion is immune to Fate Seal, Heal Block, Petrify, and any effects that modify Regeneration other than Poison.

When an Attack Inflicts a Stun:
Thor deals an additional 250% of that attack’s damage as Physical Damage if the opponent is suffering from Armor Break.

Thunder God's Wrath:

Passive

After a Special 3, Thor is able to control lightning within his body for X seconds. Thor has a 40% chance to inflict Shock whenever making physical contact with opponents, dealing X Energy Damage over 5 seconds.

Inflicting Shock has a 16% chance to cause Stun and 40% chance to Armor Break. Additionally, each Shock stack reduces the opponent’s Ability Accuracy by 15%.

Special Attack 1
:
Each hit refreshes all Armor Break Debuffs on the Opponent.

Frozen Air:

While Aarkus has a Power Gain Buff, he freezes the area near him. Every 2.3 second(s) the Opponent spends near Aarkus, they gain an Armor Break Debuff, decreasing Armor Rating by X for 5 second(s). These Armor Breaks are capped at 10.

Armor Break Debuffs on the Opponent are Paused while they are near Aarkus.

While the Opponent is near Aarkus and they have an Armor Break or Armor Shattered Debuff, they also gain a Coldsnap Debuff, dealing X Energy damage every 0.50 second(s). Opponents under a Coldsnap cannot Evade attacks.

While at 10 Energy Charges or over, Dashing back and holding Block for 1.2 seconds or being Knocked Down Purifies all Debuffs and pushes Captain Marvel into Binary Ignition. Captain Marvel enters Binary Ignition automatically at 25 Energy Charges.

In Binary Ignition, Captain Marvel does not generate Energy Charges and each Charge lasts 1.2 seconds.

Gain a Permanent Fury Buff increasing Attack by X for every 5 stacks of Energy Charge. All Fury Buffs are removed when Energy Charges fall to zero.

Special Attack 2
:
The super-charged B.F.G. fires out a barrage of strange bullets to cause different effects. Each effect has a 30% chance to activate. Possible Effects: Heal Block, Power Drain, Poison, Armor Break, Power Lock, Shock, Weakness

Every 10 hits on Sabretooth’s or 5 hits on the opponent’s Combo Meters, Sabretooth gains a Fury. Against Skill Champions, Sabretooth also inflicts an Armor Break if he is attacking, reducing the opponents Armor Rating by X for 10 seconds.